Doomsday on Debian

edited 2012 Jun 28 in Technical Support
Hello all!

I'm trying for some time to make doomsday work on Debian, i'm using the stable version.

I'm disappointed because the download page shows the kees repository, which is outdated and for Debian Etch/Lenny.

There is the code.iki.fi repository, but it seems for Debian wheezy and sid, as it requires a LibQT version that is not even in the stable backports.

The ubuntu deb also just won't install, same libqt problem.

Is there any hope to see a repository or package for debian stable?
When i tried to build it yesterday, snowberry didn't want to load some packages (such as lorcan tnt music pack, and the SFX pack), and even disabling all packages, it would just freeze during the stage loading..

Thanks a lot for the help

Comments

  • Kees is working on compiling it for debian, but unfortunately he is quite busy.

    Are you able to compile it yourself?
    you could try compile it yourself following the wiki here http://dengine.net/dew/index.php?title=Getting_started
  • edited 2012 Jun 25
    Here's a screenshot from snowberry, when we keep the tnt lorcan pack.

    I have 2 problems, 1 HQ SFX is blocking and crashing the game when i load the menu, after removing it i get an issue with JDRP, it just doesn't work, i don't see the gun = :-O

    Exit when loading the doom menu, because of doom sfx hq:
    Executable: Doomsday Engine 1.9.8 (Stable 32-bit) Jun 24 2012 19:27:28.
    Sys_InitWindowManager: Using Qt window management.
    Initializing plugins...
      libjhexen
      libjdoom64
      libjdoom
      libjheretic
      libdpwadmapconverter
      libdpdehread
    Starting LegacyCore event loop...
    Canvas: Gained focus.
    I_InitJoystick: No joysticks found
    OpenGL information:
      Vendor: Tungsten Graphics, Inc
      Renderer: Mesa DRI Intel(R) 965GM  x86/MMX/SSE2
      Version: 2.1 Mesa 7.10.3
      Available Texture Units: 8
      Maximum Texture Anisotropy: 16
      Maximum Texture Size: 4096
      Line Width Granularity: 0,5
      Line Width Range: 1,0...5,0
      Extensions:
        GL_ARB_copy_buffer             GL_ARB_depth_clamp            
        GL_ARB_depth_texture           GL_ARB_draw_buffers           
        GL_ARB_draw_elements_base_vert GL_ARB_explicit_attrib_locatio
        GL_ARB_fragment_coord_conventi GL_ARB_fragment_program       
        GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
        GL_ARB_framebuffer_object      GL_ARB_half_float_pixel       
        GL_ARB_half_float_vertex       GL_ARB_map_buffer_range       
        GL_ARB_multisample             GL_ARB_multitexture           
        GL_ARB_occlusion_query         GL_ARB_pixel_buffer_object    
        GL_ARB_point_parameters        GL_ARB_point_sprite           
        GL_ARB_provoking_vertex        GL_ARB_seamless_cube_map      
        GL_ARB_shader_objects          GL_ARB_shading_language_100   
        GL_ARB_shadow                  GL_ARB_sync                   
        GL_ARB_texture_border_clamp    GL_ARB_texture_compression    
        GL_ARB_texture_cube_map        GL_ARB_texture_env_add        
        GL_ARB_texture_env_combine     GL_ARB_texture_env_crossbar   
        GL_ARB_texture_env_dot3        GL_ARB_texture_mirrored_repeat
        GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle      
        GL_ARB_texture_rg              GL_ARB_texture_swizzle        
        GL_ARB_transpose_matrix        GL_ARB_vertex_array_bgra      
        GL_ARB_vertex_array_object     GL_ARB_vertex_buffer_object   
        GL_ARB_vertex_program          GL_ARB_vertex_shader          
        GL_ARB_window_pos              GL_EXT_abgr                   
        GL_EXT_bgra                    GL_EXT_blend_color            
        GL_EXT_blend_equation_separate GL_EXT_blend_func_separate    
        GL_EXT_blend_logic_op          GL_EXT_blend_minmax           
        GL_EXT_blend_subtract          GL_EXT_compiled_vertex_array  
        GL_EXT_copy_texture            GL_EXT_draw_buffers2          
        GL_EXT_draw_range_elements     GL_EXT_fog_coord              
        GL_EXT_framebuffer_blit        GL_EXT_framebuffer_multisample
        GL_EXT_framebuffer_object      GL_EXT_gpu_program_parameters 
        GL_EXT_multi_draw_arrays       GL_EXT_packed_depth_stencil   
        GL_EXT_packed_pixels           GL_EXT_pixel_buffer_object    
        GL_EXT_point_parameters        GL_EXT_polygon_offset         
        GL_EXT_provoking_vertex        GL_EXT_rescale_normal         
        GL_EXT_secondary_color         GL_EXT_separate_shader_objects
        GL_EXT_separate_specular_color GL_EXT_shadow_funcs           
        GL_EXT_stencil_two_side        GL_EXT_stencil_wrap           
        GL_EXT_subtexture              GL_EXT_texture3D              
        GL_EXT_texture_cube_map        GL_EXT_texture_edge_clamp     
        GL_EXT_texture_env_add         GL_EXT_texture_env_combine    
        GL_EXT_texture_env_dot3        GL_EXT_texture_filter_anisotro
        GL_EXT_texture_lod_bias        GL_EXT_texture_object         
        GL_EXT_texture                 GL_EXT_texture_rectangle      
        GL_EXT_texture_sRGB            GL_EXT_texture_swizzle        
        GL_EXT_vertex_array_bgra       GL_EXT_vertex_array           
        GL_OES_EGL_image               GL_OES_read_format            
        GL_3DFX_texture_compression_FX GL_APPLE_client_storage       
        GL_APPLE_object_purgeable      GL_APPLE_packed_pixels        
        GL_APPLE_vertex_array_object   GL_ATI_blend_equation_separate
        GL_ATI_envmap_bumpmap          GL_ATI_separate_stencil       
        GL_ATI_texture_env_combine3    GL_IBM_multimode_draw_arrays  
        GL_IBM_rasterpos_clip          GL_IBM_texture_mirrored_repeat
        GL_INGR_blend_func_separate    GL_MESA_pack_invert           
        GL_MESA_texture_signed_rgba    GL_MESA_window_pos            
        GL_MESA_ycbcr_texture          GL_NV_blend_square            
        GL_NV_depth_clamp              GL_NV_light_max_exponent      
        GL_NV_packed_depth_stencil     GL_NV_texgen_reflection       
        GL_NV_texture_env_combine4     GL_NV_texture_rectangle       
        GL_NV_vertex_program1_1        GL_NV_vertex_program          
        GL_SGIS_generate_mipmap        GL_SGIS_texture_border_clamp  
        GL_SGIS_texture_edge_clamp     GL_SGIS_texture_lod           
        GL_SUN_multi_draw_arrays      
    Initializing Render subsystem...
    Setting up platform state...
    Warning: loadAudioDriver: Loading of "libdsfmod.so" failed.
    Warning: Failed initializing audio driver "FMOD Ex"
    Sfx_InitChannels: 16 channels.
    Initializing Resource subsystem...
    Initializing Binding subsystem...
    Initializing InFine subsystem...
    Initializing UI subsystem...
    Loading game resources...
      IWAD identification: 00d12fbc
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    Parsing primary config "configs/doom/game.cfg"...
    Clearing binding context 'global'...
    Clearing binding context 'deui'...
    Clearing binding context 'console'...
    Clearing binding context 'message'...
    Clearing binding context 'chat'...
    Clearing binding context 'shortcut'...
    Clearing binding context 'gameui'...
    Clearing binding context 'menu'...
    Clearing binding context 'finale'...
    Clearing binding context 'map-freepan'...
    Clearing binding context 'map'...
    Clearing binding context 'game'...
    Parsing definition files...
    Definitions:
       41 animation groups
        6 composite fonts
        7 finales
      175 lights
       29 map infos
        4 materials
     1418 models
      139 particle generators
        8 skies
      102 songs
      110 sound effects
      138 sprite names
     1368 states
       98 surface decorations
       50 surface reflections
      366 text strings
        8 texture environments
      140 things
    Warning: Failed locating skin "bfgm3.pcx" (#3) for model "data/jdoom/Models/Projectiles/
             BFGshot/BFGShot.md2".
      This model will be rendered without a skin.
    Warning: Failed locating skin "chaingun-mf2.pcx" (#2) for model "data/jdoom/Models/HUD/
             Chaingun/Chaingun-MF.md2".
      This model will be rendered without a skin.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating skin "side1.pcx" (#0) for model "data/jdoom/Models/
             unitquad.md2".
      This model will be rendered without a skin.
    Warning: Failed locating skin "side2.pcx" (#1) for model "data/jdoom/Models/
             unitquad.md2".
      This model will be rendered without a skin.
    Warning: Failed locating skin "side3.pcx" (#2) for model "data/jdoom/Models/
             unitquad.md2".
      This model will be rendered without a skin.
    Warning: Failed locating skin "side4.pcx" (#3) for model "data/jdoom/Models/
             unitquad.md2".
      This model will be rendered without a skin.
    Warning: Failed locating skin "side5.pcx" (#4) for model "data/jdoom/Models/
             unitquad.md2".
      This model will be rendered without a skin.
    Warning: Failed locating skin "side6.pcx" (#5) for model "data/jdoom/Models/
             unitquad.md2".
      This model will be rendered without a skin.
    Warning: Texture "Particle00" not found.
    ----------------------------------------------------------------------------------------
    DOOM Registered
    ----------------------------------------------------------------------------------------
    Warning "Music:Music/d_intro.mp3" for id 'intro' not found.
    
    

    JDRP fail, no gun:
    Executable: Doomsday Engine 1.9.8 (Stable 32-bit) Jun 24 2012 19:27:28.
    Sys_InitWindowManager: Using Qt window management.
    Initializing plugins...
      libjhexen
      libjdoom64
      libjdoom
      libjheretic
      libdpwadmapconverter
      libdpdehread
    Starting LegacyCore event loop...
    Canvas: Gained focus.
    I_InitJoystick: No joysticks found
    OpenGL information:
      Vendor: Tungsten Graphics, Inc
      Renderer: Mesa DRI Intel(R) 965GM  x86/MMX/SSE2
      Version: 2.1 Mesa 7.10.3
      Available Texture Units: 8
      Maximum Texture Anisotropy: 16
      Maximum Texture Size: 4096
      Line Width Granularity: 0,5
      Line Width Range: 1,0...5,0
      Extensions:
        GL_ARB_copy_buffer             GL_ARB_depth_clamp            
        GL_ARB_depth_texture           GL_ARB_draw_buffers           
        GL_ARB_draw_elements_base_vert GL_ARB_explicit_attrib_locatio
        GL_ARB_fragment_coord_conventi GL_ARB_fragment_program       
        GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
        GL_ARB_framebuffer_object      GL_ARB_half_float_pixel       
        GL_ARB_half_float_vertex       GL_ARB_map_buffer_range       
        GL_ARB_multisample             GL_ARB_multitexture           
        GL_ARB_occlusion_query         GL_ARB_pixel_buffer_object    
        GL_ARB_point_parameters        GL_ARB_point_sprite           
        GL_ARB_provoking_vertex        GL_ARB_seamless_cube_map      
        GL_ARB_shader_objects          GL_ARB_shading_language_100   
        GL_ARB_shadow                  GL_ARB_sync                   
        GL_ARB_texture_border_clamp    GL_ARB_texture_compression    
        GL_ARB_texture_cube_map        GL_ARB_texture_env_add        
        GL_ARB_texture_env_combine     GL_ARB_texture_env_crossbar   
        GL_ARB_texture_env_dot3        GL_ARB_texture_mirrored_repeat
        GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle      
        GL_ARB_texture_rg              GL_ARB_texture_swizzle        
        GL_ARB_transpose_matrix        GL_ARB_vertex_array_bgra      
        GL_ARB_vertex_array_object     GL_ARB_vertex_buffer_object   
        GL_ARB_vertex_program          GL_ARB_vertex_shader          
        GL_ARB_window_pos              GL_EXT_abgr                   
        GL_EXT_bgra                    GL_EXT_blend_color            
        GL_EXT_blend_equation_separate GL_EXT_blend_func_separate    
        GL_EXT_blend_logic_op          GL_EXT_blend_minmax           
        GL_EXT_blend_subtract          GL_EXT_compiled_vertex_array  
        GL_EXT_copy_texture            GL_EXT_draw_buffers2          
        GL_EXT_draw_range_elements     GL_EXT_fog_coord              
        GL_EXT_framebuffer_blit        GL_EXT_framebuffer_multisample
        GL_EXT_framebuffer_object      GL_EXT_gpu_program_parameters 
        GL_EXT_multi_draw_arrays       GL_EXT_packed_depth_stencil   
        GL_EXT_packed_pixels           GL_EXT_pixel_buffer_object    
        GL_EXT_point_parameters        GL_EXT_polygon_offset         
        GL_EXT_provoking_vertex        GL_EXT_rescale_normal         
        GL_EXT_secondary_color         GL_EXT_separate_shader_objects
        GL_EXT_separate_specular_color GL_EXT_shadow_funcs           
        GL_EXT_stencil_two_side        GL_EXT_stencil_wrap           
        GL_EXT_subtexture              GL_EXT_texture3D              
        GL_EXT_texture_cube_map        GL_EXT_texture_edge_clamp     
        GL_EXT_texture_env_add         GL_EXT_texture_env_combine    
        GL_EXT_texture_env_dot3        GL_EXT_texture_filter_anisotro
        GL_EXT_texture_lod_bias        GL_EXT_texture_object         
        GL_EXT_texture                 GL_EXT_texture_rectangle      
        GL_EXT_texture_sRGB            GL_EXT_texture_swizzle        
        GL_EXT_vertex_array_bgra       GL_EXT_vertex_array           
        GL_OES_EGL_image               GL_OES_read_format            
        GL_3DFX_texture_compression_FX GL_APPLE_client_storage       
        GL_APPLE_object_purgeable      GL_APPLE_packed_pixels        
        GL_APPLE_vertex_array_object   GL_ATI_blend_equation_separate
        GL_ATI_envmap_bumpmap          GL_ATI_separate_stencil       
        GL_ATI_texture_env_combine3    GL_IBM_multimode_draw_arrays  
        GL_IBM_rasterpos_clip          GL_IBM_texture_mirrored_repeat
        GL_INGR_blend_func_separate    GL_MESA_pack_invert           
        GL_MESA_texture_signed_rgba    GL_MESA_window_pos            
        GL_MESA_ycbcr_texture          GL_NV_blend_square            
        GL_NV_depth_clamp              GL_NV_light_max_exponent      
        GL_NV_packed_depth_stencil     GL_NV_texgen_reflection       
        GL_NV_texture_env_combine4     GL_NV_texture_rectangle       
        GL_NV_vertex_program1_1        GL_NV_vertex_program          
        GL_SGIS_generate_mipmap        GL_SGIS_texture_border_clamp  
        GL_SGIS_texture_edge_clamp     GL_SGIS_texture_lod           
        GL_SUN_multi_draw_arrays      
    Initializing Render subsystem...
    Setting up platform state...
    Warning: loadAudioDriver: Loading of "libdsfmod.so" failed.
    Warning: Failed initializing audio driver "FMOD Ex"
    Sfx_InitChannels: 16 channels.
    Initializing Resource subsystem...
    Initializing Binding subsystem...
    Initializing InFine subsystem...
    Initializing UI subsystem...
    Loading game resources...
      IWAD identification: 00d12fbc
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    Parsing primary config "configs/doom/game.cfg"...
    Clearing binding context 'global'...
    Clearing binding context 'deui'...
    Clearing binding context 'console'...
    Clearing binding context 'message'...
    Clearing binding context 'chat'...
    Clearing binding context 'shortcut'...
    Clearing binding context 'gameui'...
    Clearing binding context 'menu'...
    Clearing binding context 'finale'...
    Clearing binding context 'map-freepan'...
    Clearing binding context 'map'...
    Clearing binding context 'game'...
    Parsing definition files...
    Definitions:
       41 animation groups
        6 composite fonts
        7 finales
      175 lights
       29 map infos
        4 materials
     1394 models
      139 particle generators
        4 skies
      102 songs
      110 sound effects
      138 sprite names
     1368 states
       98 surface decorations
       50 surface reflections
      366 text strings
        8 texture environments
      140 things
    Warning: Failed locating skin "bfgm3.pcx" (#3) for model "data/jdoom/Models/Projectiles/
             BFGshot/BFGShot.md2".
      This model will be rendered without a skin.
    Warning: Failed locating skin "chaingun-mf2.pcx" (#2) for model "data/jdoom/Models/HUD/
             Chaingun/Chaingun-MF.md2".
      This model will be rendered without a skin.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Failed locating model "LostSoul/Lostsoul_flame.md2", ignoring.
    Warning: Texture "Particle00" not found.
    ----------------------------------------------------------------------------------------
    DOOM Registered
    ----------------------------------------------------------------------------------------
    Warning "Music:Music/d_intro.mp3" for id 'intro' not found.
    NetSv_SendGameState: Game setup: doom1 E1M1 skill3 coop
    Warning "Music:Music/d_e1m1.mp3" for id 'e1m1' not found.
    Loading Map "E1M1"...
    BSP built: (16:12) #239 Nodes, #240 Leafs, #1204 HEdges, #133 Vertexes.
    
    Map 1: Hangar
    Author: id Software
    
    Event loop exited with code 0.
    Shutting down the console...
    Z_Shutdown: Used 1 volumes, total 33554432 bytes.
    Restoring original display mode due to shutdown.
    Canvas: Lost focus.
    
  • KuriKai wrote:
    Kees is working on compiling it for debian, but unfortunately he is quite busy.

    Are you able to compile it yourself?
    you could try compile it yourself following the wiki here http://dengine.net/dew/index.php?title=Getting_started

    Sorry i was writing my message slowly and didn't see your answer.

    Yes i compiled it and it works fine without addons (well, the sky doesn't appear), but i have the problems above :(

    Edit: reading the logs, i think there is nothing special about the segfault (looks like a segfault even if i don't see it) when running the game with the SFX pack.

    At least the game now works almost correctly, the first time i built, it wouldn't run any level.
  • Siegfried wrote:
    (well, the sky doesn't appear)
    IIRC this issue is related to locale number formatting. I see in your Doomsday.out logs that a comma is being used as the decimal point in numbers. This means the number locale probably isn't U.S. English. However, Doomsday does set LC_ALL to "en_US.UTF-8", which should take care of this. Are you compiling 1.9.8 stable?

    At present Doomsday will not run correctly unless number formatting is set to a U.S. English locale (config files will be parsed wrong).
    i think there is nothing special about the segfault (looks like a segfault even if i don't see it) when running the game with the SFX pack.
    I did some testing on Debian 6 and it seems that there's an optimization issue in GCC 4.4 that causes the WAV loader to crash. The fix will be in the next unstable release.
  • skyjake wrote:
    IIRC this issue is related to locale number formatting. I see in your Doomsday.out logs that a comma is being used as the decimal point in numbers. This means the number locale probably isn't U.S. English. However, Doomsday does set LC_ALL to "en_US.UTF-8", which should take care of this. Are you compiling 1.9.8 stable?

    At present Doomsday will not run correctly unless number formatting is set to a U.S. English locale (config files will be parsed wrong).
    Thanks, i didn't even have that locale installed, now works!
    skyjake wrote:
    I did some testing on Debian 6 and it seems that there's an optimization issue in GCC 4.4 that causes the WAV loader to crash. The fix will be in the next unstable release.

    Great i applied the fix in 1.9.8 and that solved the crash :D
    I don't know if that was supposed to be applied against 1.9.8, but now i'm having inverted colors (black font in the menu, with blue highlight), and the JDRP looks even more funky :P (still no enemy/guns, but some strange stuff on the floor and in the screen). I have an intel card, but on windows it works fine :-/

    Thanks a lot again for the big help =D>
  • Siegfried wrote:
    black font in the menu, with blue highlight
    Try deleting your .cfg files under the "~/.doomsday/runtime/configs" directory. When you were running with the wrong locale, the numbers stored in the .cfg were saved incorrectly, and the only way to reset them to defaults is to delete the .cfg files and let Doomsday populate them with the default values.
  • skyjake wrote:
    Siegfried wrote:
    black font in the menu, with blue highlight
    Try deleting your .cfg files under the "~/.doomsday/runtime/configs" directory. When you were running with the wrong locale, the numbers stored in the .cfg were saved incorrectly, and the only way to reset them to defaults is to delete the .cfg files and let Doomsday populate them with the default values.

    Thanks a lot skyjake, this fixed all the remaining problems!! =D>
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